Cumiyith, Spire of PeaceLegendary Land — Spire (R): Add . Each opponent gains 1 life.Whenever another Spire you control becomes tapped, you gain 1 life.Its winds whisper platitudes of pacifism. Those who top it have wills of steel, knowing bliss cannot swallow tribulation.

Sayanith, Spire of SorrowLegendary Land — Spire (R): Add . Put the top card of your library into your graveyard.Whenever another Spire you control becomes tapped, each opponent puts the top card of their library into their graveyard.The mists encircling it dampen the body and spirit. Its conquerors wield perspective, knowing that life persists beyond its failures.

Karkarith, Spire of TormentLegendary Land — Spire (R): Add . Discard a card.Whenever another Spire you control becomes tapped, each opponent with three or more cards in hand discards a card.Its fogs poison the mind and enshroud the senses. To climb it takes determination, knowing power can be found in many forms.

Alyalith, Spire of VitalityLegendary Land — Spire (R): Add . Each opponent creates a 0/1 green Plant creature token.Whenever another Spire you control becomes tapped, create a 0/1 green Plant creature token.Its flowers distract and intoxicate the soul. To see past them requires purpose, knowing life is far more than vanity.

Omnizith, Spire of CommunionLegendary Land — Spire (M)Omnizith, Spire of Unity enters the battlefield tapped.: Add one mana of any color.Whenever another Spire enters the battlefield under your control, untap it. Then, if you control six Spires, you win the game.The prize is in sight. But to take it, one must have balance, for the world spins precariously.

I posted this a while ago in a game thread. Found it again now and thought it was really cool.

Mental Stupor — Sorcery (U)Exile all cards from target opponent's hand. You may choose a noncreature, nonland card from among them. Return all other cards exiled this way to that player's hand at the beginning of the next end step."The mind is like a puzzle — once it falls apart, it becomes so easy to lose a few pieces."—Nicol Bolas

Probably my favorite card I designed from the Izzet League. Posting it here for posterity.

Spellstuff Conduit — Creature — Weird (R)2/2, : You may change a target of target spell or ability to Spellstuff Conduit., : You may change a target of target spell or ability that's targeting Spellstuff Conduit.To the alchemist's glee, lightning pulmarium caused it to wriggle at thrice the frequency as flubery thallalium.

Frenzied Fatality — Enchantment (R)All creatures have haste.At the beginning of each player's end step, destroy all creatures that player controls.Some wish to know how long they have to live. Those who do wish they didn't.

Ah I misinterpreted Multidawn as a simple trigger that could also work on permanents, not an entwine variant. In which case I was worried that artifacts is the only this excludes, which would be a bit weird and unfortunate for an artifacts block.

I think multidawn competes with entwine in design space; wouldn't put both of those in the same block. I also think that the way it goes off on a single additional color doesn't really encourage you to play as many colors as possible since most of the time (in Limited at least) you are playing two colors anyway.

Forceful Upheaval — Sorcery (U)Forceful Upheaval deals 2 damage to each creature without flying. Those creatures gain flying until end of turn.Thrunk's butt hurt royally, but the view made the impromptu trip almost worthwhile.

Redoubled Despair — Enchantment (R)If an opponent would put one or more cards from their hand or library into their graveyard, that player puts twice that many cards into their graveyard instead.If an opponent would sacrifice one or more permanents, that player sacrifices twice that many permanents instead.

Yennett's Judgment — Sorcery (M)Each player with an odd life total triples their life total.Each player with an even life total loses half their life. Repeat this process until no player loses life."The grass thrives, but the tree withers."—Yennett, Cryptic Sovereign

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